Search found 921 matches

by optic delusion
Sat Sep 14, 2019 11:56 pm
Forum: Plug-in Releases
Topic: VPNBlocker
Replies: 7
Views: 509

Re: VPNBlocker

The newer configuration options have made it quite effective against the evolving tactics of those wishing to evade it's effects.
by optic delusion
Sat May 11, 2019 9:17 pm
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 126
Views: 39358

Re: Apocalypse In Action :: Planet MoFo

Unown: please answer the private message I have sent you.
by optic delusion
Sat Mar 23, 2019 12:40 pm
Forum: General Discussion
Topic: bzflag graphics improvements?
Replies: 23
Views: 1218

Re: bzflag graphics improvements?

Let me see if I can explain this in a way everyone can understand. If you simply add "passable" to your object you get an object that tanks and shots don't interact with. If that's what you want, then it's fine. If you have a high-poly object and you do want coldet interaction, now you need the invi...
by optic delusion
Sat Mar 23, 2019 12:08 pm
Forum: General Discussion
Topic: bzflag graphics improvements?
Replies: 23
Views: 1218

Re: bzflag graphics improvements?

if you have materials, they should be in a seoerate .mtl file. I always like to make a copy of modeltool and put it in the same folder as the diconf, and the obj file, and the .mtl file. That way I don't have to worry about paths. // comment lines should use this format, not # oh... and the wiki sho...
by optic delusion
Sat Mar 23, 2019 8:15 am
Forum: General Discussion
Topic: bzflag graphics improvements?
Replies: 23
Views: 1218

Re: bzflag graphics improvements?

I had various models of the starship enterprise at 10,000, 25,000, 40,000, and 100,000 polygons.
by optic delusion
Sat Mar 23, 2019 8:00 am
Forum: General Discussion
Topic: bzflag graphics improvements?
Replies: 23
Views: 1218

Re: bzflag graphics improvements?

That didn't work in my tests.
by optic delusion
Fri Mar 22, 2019 10:40 pm
Forum: General Discussion
Topic: bzflag graphics improvements?
Replies: 23
Views: 1218

Re: bzflag graphics improvements?

As I see it, here is the problem... BZ has no problem displaying high polygon counts. That's displaying them. It is collision detection (coldet) which greatly slows the client. Checking to see if each and every polygon has a bullet or tank hitting it is the cause of reduced frame rates. My solution ...
by optic delusion
Sun Mar 17, 2019 11:14 am
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 126
Views: 39358

Re: Apocalypse In Action :: Planet MoFo

"a loaf of bread" check your private messages.
by optic delusion
Sat Mar 16, 2019 4:27 pm
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 126
Views: 39358

Re: Apocalypse In Action :: Planet MoFo

Uccio Taken Care of...
by optic delusion
Tue Mar 12, 2019 12:56 am
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 126
Views: 39358

Re: Apocalypse In Action :: Planet MoFo

Also, there are warnings to those who pick up a teamflag with unfair teams.

Self-Capture of your own flag on the other base is now a variable. Self-Capture is now a thing, but I don't think that will last very long.

The plugin is working, but It will take a few days to perfect it.
by optic delusion
Mon Mar 11, 2019 8:17 am
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 126
Views: 39358

CTF Overseer Plugin makes 25!

The CTF flag capture bounties and the penalties for unfair teamflag capture were one of the original functions of the Apocalypse-In-Action plugin. Those parts of the APOC plugin have now been split off into a new plugin called CTF-Overseer. The new plugin has a configuration file which can be change...
by optic delusion
Thu Feb 28, 2019 1:55 am
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 126
Views: 39358

Re: Apocalypse In Action :: Planet MoFo

It happens. The F12 detector does occasionally indicate false positives. Admins are not immune, It's even gotten me once. The auto-ban is not very long, but I have removed it. Only leave while dead, (die before leaving) and you are 100 percent safe. One thing though... the plugin remembers you, and ...
by optic delusion
Wed Jan 30, 2019 10:39 pm
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 126
Views: 39358

Team-Flag-Genocide

After six months of talking about it, and thanks to Allejo, we now have a change to Team-Flag-Genocide. It required a server mod that "finalizes" a player's death. You must be alive to collect genocide kills. This means: 1. When you fire a geno shot, but you die before that shot hits another player,...
by optic delusion
Sat Jan 05, 2019 11:34 pm
Forum: Servers: General Discussion
Topic: Pro Flag : Progressive Flag Mode 2.0
Replies: 4
Views: 514

Re: Pro Flag : Progressive Flag Mode 2.0

The reason Gun-Game disappeared was a huge and insurmountable bug. We we using a technique of "Flag Zapping" where first we would take away the flag you had, and then zap the new flag to you. Because of packet loss, sometimes a flag would fail to reach the tank it was sent to. This would be extremel...
by optic delusion
Sat Jan 05, 2019 2:08 pm
Forum: Servers: General Discussion
Topic: Pro Flag : Progressive Flag Mode 2.0
Replies: 4
Views: 514

Pro Flag : Progressive Flag Mode 2.0

We are very pleased to announce PROgressive FLAG Passion is coming out of it's testing phase today. Pro Flag Server Plugin by Zehra. Right now I'm using it with the old Passion map, but I have a map in development specifically designed for this plugin. Game play a significant change from anything th...
by optic delusion
Fri Dec 28, 2018 1:19 pm
Forum: Plug-in Releases
Topic: Progressive Flag Mode
Replies: 21
Views: 7216

Re: Progressive Flag Mode

It's a new method of getting the flags to players. Instead of using "flag give" to remove the flag they had and then give them their new flag (we called this "zapping" flags and many times flags would fail to arrive because of packet loss), there are many small zones where flags are placed, and play...
by optic delusion
Fri Dec 28, 2018 1:12 pm
Forum: Plug-in Releases
Topic: Progressive Flag Mode
Replies: 21
Views: 7216

Re: Progressive Flag Mode

I you look at the date of the first post in this thread, you will understand there are going to be some changes.
by optic delusion
Fri Dec 28, 2018 11:54 am
Forum: Plug-in Releases
Topic: Progressive Flag Mode
Replies: 21
Views: 7216

Re: Progressive Flag Mode

Progressive Flag Mode has returned!
I figured out a way to do it that i thought would be bug free, no problems with lag causing missed flags.
Zehra made the plugin. It works!
We will do some final perfecting of the levels and bring it back in a few days.
by optic delusion
Sun Dec 16, 2018 4:46 pm
Forum: Help: Map Making
Topic: Team Flag spawn away from base?
Replies: 8
Views: 669

Re: Team Flag spawn away from base?

will it fly back to that zone after every drop? not just drops over pyramids?
by optic delusion
Sun Dec 16, 2018 12:54 pm
Forum: Help: Map Making
Topic: Team Flag spawn away from base?
Replies: 8
Views: 669

Team Flag spawn away from base?

How do you get a team flag to spawn at a location other than on the base? after a capture, of course.
by optic delusion
Tue Nov 20, 2018 1:24 pm
Forum: General Map Making Discussions
Topic: 3D Progams - best one?
Replies: 6
Views: 1023

Re: 3D Progams - best one?

Purple Panzer does almost all of his work in Visual Basic. My advice to you would be, since you are familiar with BZEdit, use that to deign the overall shape and playability of the map, then use a 3D editor to apply eye candy. Using modeltool to convert obj to bzw (including drawinfo) is not difficu...
by optic delusion
Sat Oct 27, 2018 9:27 pm
Forum: Screenshots & Artwork
Topic: Shiny Metal Tank Wallpaper
Replies: 11
Views: 5793

Re: Shiny Metal Tank Wallpaper

This goes reeeeeaaaaaaaaaly nice with Apple's new "dark mode" in Mojave.
by optic delusion
Tue Jul 24, 2018 1:05 am
Forum: Plug-in Releases
Topic: Progressive Flag Mode
Replies: 21
Views: 7216

Re: Progressive Flag Mode

It's running now on port 4201 Passion Map. Still testing. Gotta turn on Open-FFA, and other changes.
by optic delusion
Tue Jul 10, 2018 1:07 am
Forum: Plug-in Releases
Topic: Progressive Flag Mode
Replies: 21
Views: 7216

Re: Progressive Flag Mode

This is coming back, and it's going to work this time.
by optic delusion
Thu Jul 05, 2018 12:27 pm
Forum: General Discussion
Topic: Is BZFlag dying?
Replies: 5
Views: 1148

Re: Is BZFlag dying?

Damn Godson, You are some kind of Nostradamus.
Did you figure that out all by yourself?